Shadowbane
2009-04-12, 04:31 PM
This is a variant paladin I created from various ideas floating around the net. It's tailored to fit my personal tastes and opinions of what a paladin SHOULD be.
Rp-wise, it's a paladin who was selected before becoming an official paladin to become an "Auradin." They are rare, and far more powerful than your typical paladin.
During this, at some points I will refer to the auradin as a paladin. They are the same.
The Auradin:
Alignment:
Any Good
Hit Die:
d10
{table=head]Level|Base Attack Bonus|Fortitude|Willpower|Reflex|Special
1|+1|+2|+0|+0|Aura of Good, detect evil,
2|+2|+3|+0|+0|Divine Grace,Lay Hands,Smite evil
3|+3|+3|+1|+1|Aura of Courage,Divine Health,
4|+4|+4|+1|+1|Turn Undead,Smite Evil+2d6
5|+5|+4|+1|+1|Aura of Defiance,Special Mount
6|+6/+1|+5|+2|+2|Smite Evil+3d6
7|+7/+2|+5|+2|+2|Aura of Resolve
8|+8/+3|+6|+2|+2|Mettle,Smite Evil+4d6
9|+9/+4|+6|+3|+3|Aura of Health
10|+10/+5|+7|+3|+3|Smite Evil+5d6
11|+11/+6/+1|+7|+3|+3|Aura of Life
12|+12/+7/+2|+8|+4|+4|Smite Evil+6d6
13|+13/+8/+3|+8|+4|+4|Aura of Fury
14|+14/+9/+4|+9|+4|+4|Aura of Freedom,Smite Evil+7d6
15|+15/+10/+5|+9|+5|+5|Aura of Forbiddance
16|+16/+11/+6/+1|+10|+5|+5|Smite Evil+8d6
17|+17/+12/+7/+2|+10|+5|+5|Aura of Truth
18|+18/+13/+8/+3|+11|+6|+6|Smite Evil+9d6
19|+19/+14/+9/+4|+11|+6|+6|Aura of Glory
20|+20/+15/+10/+5|+12|+6|+6|Miracle,Smite Evil+10d6[/table]
Weapon and Armor Proficiency:Auradin are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Aura of Good (Ex): The power of a Auradin’s aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil (Sp): At will, an Auradin can use detect evil, as the spell.
Smite Evil (Su): Starting at 2nd level, an Auradin deals 1d6 extra damage to any evil creatures she attacks in melee. These dice are not multiplied by damage multipliers, and are not applied to any bonus attacks beyond those granted by Base Attack Bonus. This damage increases by +1d6 every two levels thereafter.
Aura of Courage (Su): Beginning at 3rd level, an Auradin is immune to fear (magical or otherwise). Each ally within 60 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions while the auradin is conscious, but not if she is unconscious or dead.
Divine Health (Su):Starting at 3rd level, a Auradin gains immunity to all diseases, including supernatural and magical diseases.
Lay on Hands: Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level × her Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action.
Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.
Aura of Defiance (Su): Beginning at 5th level, an Auradin gains a second aura, which grants her immunity to charm effects. Each ally within 60 feet of her gains a +4 morale bonus on saving throws against charm effects.
While her Aura of Good is always active, she may only have one other aura active at any time. She may change which aura she has active as a Swift Action. All auras (except her Aura of Good) function only when she is conscious.
Aura of Resolve (Su): Beginning at 7th level, an Auradin gains the aura of resolve, which grants her immunity to compulsion effects. Each ally within 60 feet of her gains a +4 morale bonus on saving throws against compulsion effects.
Mettle (Ex): Starting at 8th level, an Auradin who succeeds on a Fortitude partial or Will partial save takes no effect as if she had immunity.
Aura of Health (Su): Beginning at 9th level, an Auradin gains the Aura of Health, which grants her immunity to all poisons. Each ally within 60 feet of her gains a +4 morale bonus on saving throws against poison.
Aura of Life (Su): Beginning at 11th level, an Auradin gains the Aura of Life, which grants her immunity to death effects and negative energy. Each ally within 60 feet of her gains a +4 morale bonus on saving throws against death effects and negative energy effects.
Aura of Fury (Su): Beginning at 13th level, an Auradin gains the Aura of Fury, which grants her the ability to use Righteous Might at will.
Aura of Freedom (Su): Starting at 14th level, an Auradin gains the Aura of Freedom, which grants her the effects of freedom of movement continuously. Each ally within 60 feet of her gains a +4 morale bonus on saving throws against effects that freedom of movement would prevent.
Aura of Forbiddance (Su): Starting at 15th level, an Auradin gains the Aura of Forbiddance, which allows her to prevent any planar travel effect within 60 feet of her from occurring, at her option. No save is offered against this effect.
Aura of Truth (Su): Beginning at 17th level, an Auradin gains the Aura of Truth, which grants her the effects of true seeing continuously. Each ally within 60 feet of her gains a +4 morale bonus on saving throws against illusions.
Aura of Glory (Su): Starting at 19th level, an Auradin gains the Aura of Glory, which grants her one of three effects:
A) The auradin gains a pair of angel wings, and can fly at twice base land speed.
B) The auradin gains the effect of Holy Aura continuously.
c) Any weapons the Auradin is wielding become Holy.
Miracle (Su): Starting at 20th level, the Auradin can use Miracle as a spell-like ability once a day. Any XP cost must still be paid.
The Paladin’s Mount
The paladin’s mount is superior to a normal mount of its kind and has special powers, as described below. The standard mount for a Medium paladin is a heavy warhorse, and the standard mount for a Small paladin is a warpony. Another kind of mount, such as a riding dog (for a halfling paladin) or a Large shark (for a paladin in an aquatic campaign) may be allowed as well. A paladin’s mount is treated as a magical beast, not an animal, for the purpose of all effects that depend on its type (though it retains an animal’s HD, base attack bonus, saves, skill points, and feats).
[QUOTE=AgentPaper;5991290]{table=head]CL|HD|NAC|ST|Int|Special
5th-7th|+2|+4|+1|6|Empathic link, imp. ev,share spells/save
8th-10th|+4|+6|+2|7|Improved Speed
11th-14th|+6|+8|+3|8|Command Creatures of its kind
15th-20th|+8|+10|+4|9|Spell resistance[/table]
Paladin’s Mount Basics: Use the base statistics for a creature of the mount’s kind, but make changes to take into account the attributes and characteristics summarized on the table and described below.
Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the mount’s base attack and base save bonuses. A special mount’s base attack bonus is equal to that of a cleric of a level equal to the mount’s HD. A mount has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). The mount gains additional skill points or feats for bonus HD as normal for advancing a monster’s Hit Dice.
Natural Armor Adj.:The number on the table is an improvement to the mount’s existing natural armor bonus.
Str Adj.: Add this figure to the mount’s Strength score.
Int: The mount’s Intelligence score.
Empathic Link (Su): The paladin has an empathic link with her mount out to a distance of up to 1 mile. The paladin cannot see through the mount’s eyes, but they can communicate empathically. Note that even intelligent mounts see the world differently from humans, so misunderstandings are always possible.
Because of this empathic link, the paladin has the same connection to an item or place that her mount does, just as with a master and his familiar (see Familiars).
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a mount takes no damage if it makes a successful saving throw and half damage if the saving throw fails.
Share Spells: At the paladin’s option, she may have any spell (but not any spell-like ability) she casts on herself also affect her mount. The mount must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the mount if it moves farther than 5 feet away and will not affect the mount again even if it returns to the paladin before the duration expires. Additionally, the paladin may cast a spell with a target of “You” on her mount (as a touch range spell) instead of on herself. A paladin and her mount can share spells even if the spells normally do not affect creatures of the mount’s type (magical beast).
Share Saving Throws: For each of its saving throws, the mount uses its own base save bonus or the paladin’s, whichever is higher. The mount applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the master might have.
Improved Speed (Ex): The mount’s speed increases by 10 feet.
Command (Sp): Once per day per two paladin levels of its master, a mount can use this ability to command other any normal animal of approximately the same kind as itself (for warhorses and warponies, this category includes donkeys, mules, and ponies), as long as the target creature has fewer Hit Dice than the mount. This ability functions like the command spell, but the mount must make a DC 21 Concentration check to succeed if it’s being ridden at the time. If the check fails, the ability does not work that time, but it still counts against the mount’s daily uses. Each target may attempt a Will save (DC 10 + 1/2 paladin’s level + paladin’s Cha modifier) to negate the effect.
Spell Resistance (Ex): A mount’s spell resistance equals its master’s paladin level + 5. To affect the mount with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the mount’s spell resistance.
Feats:
Divine Personality: The Auradin gains the ability to use both Aura of Resolve and Aura of Defiance at the same time, as well as Aura of Good.
Tenacity of the Living: The Auradin gains the ability to use both Aura of Courage and Aura of Life at the same time, as well as Aura of Good.
Divine Presence: The Auradin gains the ability to use both Aura of Truth and Aura of Forbiddance at the same time, as well as Aura of Good.
Glorious Apotheosis:
Prerequisites: Auradin Level 20, Divine Personality, Tenacity of the Living, Divine Presence
The Auradin can use all his auras at the same time. This feat can be deactivated and re-activated as a free action. The paladin cannot use lay on hands while this feat is active.
(Rp-reason: The presence of all the auras makes his presence painful to those that are overly wounded. Close proximity or touching is not a good idea.)
Rp-wise, it's a paladin who was selected before becoming an official paladin to become an "Auradin." They are rare, and far more powerful than your typical paladin.
During this, at some points I will refer to the auradin as a paladin. They are the same.
The Auradin:
Alignment:
Any Good
Hit Die:
d10
{table=head]Level|Base Attack Bonus|Fortitude|Willpower|Reflex|Special
1|+1|+2|+0|+0|Aura of Good, detect evil,
2|+2|+3|+0|+0|Divine Grace,Lay Hands,Smite evil
3|+3|+3|+1|+1|Aura of Courage,Divine Health,
4|+4|+4|+1|+1|Turn Undead,Smite Evil+2d6
5|+5|+4|+1|+1|Aura of Defiance,Special Mount
6|+6/+1|+5|+2|+2|Smite Evil+3d6
7|+7/+2|+5|+2|+2|Aura of Resolve
8|+8/+3|+6|+2|+2|Mettle,Smite Evil+4d6
9|+9/+4|+6|+3|+3|Aura of Health
10|+10/+5|+7|+3|+3|Smite Evil+5d6
11|+11/+6/+1|+7|+3|+3|Aura of Life
12|+12/+7/+2|+8|+4|+4|Smite Evil+6d6
13|+13/+8/+3|+8|+4|+4|Aura of Fury
14|+14/+9/+4|+9|+4|+4|Aura of Freedom,Smite Evil+7d6
15|+15/+10/+5|+9|+5|+5|Aura of Forbiddance
16|+16/+11/+6/+1|+10|+5|+5|Smite Evil+8d6
17|+17/+12/+7/+2|+10|+5|+5|Aura of Truth
18|+18/+13/+8/+3|+11|+6|+6|Smite Evil+9d6
19|+19/+14/+9/+4|+11|+6|+6|Aura of Glory
20|+20/+15/+10/+5|+12|+6|+6|Miracle,Smite Evil+10d6[/table]
Weapon and Armor Proficiency:Auradin are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Aura of Good (Ex): The power of a Auradin’s aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil (Sp): At will, an Auradin can use detect evil, as the spell.
Smite Evil (Su): Starting at 2nd level, an Auradin deals 1d6 extra damage to any evil creatures she attacks in melee. These dice are not multiplied by damage multipliers, and are not applied to any bonus attacks beyond those granted by Base Attack Bonus. This damage increases by +1d6 every two levels thereafter.
Aura of Courage (Su): Beginning at 3rd level, an Auradin is immune to fear (magical or otherwise). Each ally within 60 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions while the auradin is conscious, but not if she is unconscious or dead.
Divine Health (Su):Starting at 3rd level, a Auradin gains immunity to all diseases, including supernatural and magical diseases.
Lay on Hands: Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level × her Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action.
Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.
Aura of Defiance (Su): Beginning at 5th level, an Auradin gains a second aura, which grants her immunity to charm effects. Each ally within 60 feet of her gains a +4 morale bonus on saving throws against charm effects.
While her Aura of Good is always active, she may only have one other aura active at any time. She may change which aura she has active as a Swift Action. All auras (except her Aura of Good) function only when she is conscious.
Aura of Resolve (Su): Beginning at 7th level, an Auradin gains the aura of resolve, which grants her immunity to compulsion effects. Each ally within 60 feet of her gains a +4 morale bonus on saving throws against compulsion effects.
Mettle (Ex): Starting at 8th level, an Auradin who succeeds on a Fortitude partial or Will partial save takes no effect as if she had immunity.
Aura of Health (Su): Beginning at 9th level, an Auradin gains the Aura of Health, which grants her immunity to all poisons. Each ally within 60 feet of her gains a +4 morale bonus on saving throws against poison.
Aura of Life (Su): Beginning at 11th level, an Auradin gains the Aura of Life, which grants her immunity to death effects and negative energy. Each ally within 60 feet of her gains a +4 morale bonus on saving throws against death effects and negative energy effects.
Aura of Fury (Su): Beginning at 13th level, an Auradin gains the Aura of Fury, which grants her the ability to use Righteous Might at will.
Aura of Freedom (Su): Starting at 14th level, an Auradin gains the Aura of Freedom, which grants her the effects of freedom of movement continuously. Each ally within 60 feet of her gains a +4 morale bonus on saving throws against effects that freedom of movement would prevent.
Aura of Forbiddance (Su): Starting at 15th level, an Auradin gains the Aura of Forbiddance, which allows her to prevent any planar travel effect within 60 feet of her from occurring, at her option. No save is offered against this effect.
Aura of Truth (Su): Beginning at 17th level, an Auradin gains the Aura of Truth, which grants her the effects of true seeing continuously. Each ally within 60 feet of her gains a +4 morale bonus on saving throws against illusions.
Aura of Glory (Su): Starting at 19th level, an Auradin gains the Aura of Glory, which grants her one of three effects:
A) The auradin gains a pair of angel wings, and can fly at twice base land speed.
B) The auradin gains the effect of Holy Aura continuously.
c) Any weapons the Auradin is wielding become Holy.
Miracle (Su): Starting at 20th level, the Auradin can use Miracle as a spell-like ability once a day. Any XP cost must still be paid.
The Paladin’s Mount
The paladin’s mount is superior to a normal mount of its kind and has special powers, as described below. The standard mount for a Medium paladin is a heavy warhorse, and the standard mount for a Small paladin is a warpony. Another kind of mount, such as a riding dog (for a halfling paladin) or a Large shark (for a paladin in an aquatic campaign) may be allowed as well. A paladin’s mount is treated as a magical beast, not an animal, for the purpose of all effects that depend on its type (though it retains an animal’s HD, base attack bonus, saves, skill points, and feats).
[QUOTE=AgentPaper;5991290]{table=head]CL|HD|NAC|ST|Int|Special
5th-7th|+2|+4|+1|6|Empathic link, imp. ev,share spells/save
8th-10th|+4|+6|+2|7|Improved Speed
11th-14th|+6|+8|+3|8|Command Creatures of its kind
15th-20th|+8|+10|+4|9|Spell resistance[/table]
Paladin’s Mount Basics: Use the base statistics for a creature of the mount’s kind, but make changes to take into account the attributes and characteristics summarized on the table and described below.
Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the mount’s base attack and base save bonuses. A special mount’s base attack bonus is equal to that of a cleric of a level equal to the mount’s HD. A mount has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). The mount gains additional skill points or feats for bonus HD as normal for advancing a monster’s Hit Dice.
Natural Armor Adj.:The number on the table is an improvement to the mount’s existing natural armor bonus.
Str Adj.: Add this figure to the mount’s Strength score.
Int: The mount’s Intelligence score.
Empathic Link (Su): The paladin has an empathic link with her mount out to a distance of up to 1 mile. The paladin cannot see through the mount’s eyes, but they can communicate empathically. Note that even intelligent mounts see the world differently from humans, so misunderstandings are always possible.
Because of this empathic link, the paladin has the same connection to an item or place that her mount does, just as with a master and his familiar (see Familiars).
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a mount takes no damage if it makes a successful saving throw and half damage if the saving throw fails.
Share Spells: At the paladin’s option, she may have any spell (but not any spell-like ability) she casts on herself also affect her mount. The mount must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the mount if it moves farther than 5 feet away and will not affect the mount again even if it returns to the paladin before the duration expires. Additionally, the paladin may cast a spell with a target of “You” on her mount (as a touch range spell) instead of on herself. A paladin and her mount can share spells even if the spells normally do not affect creatures of the mount’s type (magical beast).
Share Saving Throws: For each of its saving throws, the mount uses its own base save bonus or the paladin’s, whichever is higher. The mount applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the master might have.
Improved Speed (Ex): The mount’s speed increases by 10 feet.
Command (Sp): Once per day per two paladin levels of its master, a mount can use this ability to command other any normal animal of approximately the same kind as itself (for warhorses and warponies, this category includes donkeys, mules, and ponies), as long as the target creature has fewer Hit Dice than the mount. This ability functions like the command spell, but the mount must make a DC 21 Concentration check to succeed if it’s being ridden at the time. If the check fails, the ability does not work that time, but it still counts against the mount’s daily uses. Each target may attempt a Will save (DC 10 + 1/2 paladin’s level + paladin’s Cha modifier) to negate the effect.
Spell Resistance (Ex): A mount’s spell resistance equals its master’s paladin level + 5. To affect the mount with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the mount’s spell resistance.
Feats:
Divine Personality: The Auradin gains the ability to use both Aura of Resolve and Aura of Defiance at the same time, as well as Aura of Good.
Tenacity of the Living: The Auradin gains the ability to use both Aura of Courage and Aura of Life at the same time, as well as Aura of Good.
Divine Presence: The Auradin gains the ability to use both Aura of Truth and Aura of Forbiddance at the same time, as well as Aura of Good.
Glorious Apotheosis:
Prerequisites: Auradin Level 20, Divine Personality, Tenacity of the Living, Divine Presence
The Auradin can use all his auras at the same time. This feat can be deactivated and re-activated as a free action. The paladin cannot use lay on hands while this feat is active.
(Rp-reason: The presence of all the auras makes his presence painful to those that are overly wounded. Close proximity or touching is not a good idea.)